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					UMotion Manual
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				<h1 class="headline1" id="">Tools</h1><p class="textBlock">The tools are used to modify the bones/transforms of the animated GameObject in the Scene View to create the different poses required for the animation.</p><img src="images/PoseEditorTools.png" class="image"></img>
<p class="imageText">Pose Mode - Tools</p><table class="themeTable">
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        <th class="themeTableHeader">UI Element</th>
        <th class="themeTableHeader">Description</th>
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        <td class="themeTableCell" style="white-space: nowrap;">Pivot</td>
        <td class="themeTableCell">The pivot mode changes the orientation of the move, rotate and scale tool. It can either be aligned to the global coordinate system of the scene or the local coordinate system of the current selected joint/transform.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Select Tool</td>
        <td class="themeTableCell">The select tool allows selecting joints/transforms. Selecting is also possible with every other tool, but the select tool displays no tool handle. This is useful as the tool handle often occludes the joint/transform  that should be selected. To select a joint/transform it needs to be clicked with the <span class="keyboardKey">left mouse button</span>.
        </br>
        </br>When holding <span class="keyboardKey">CONTROL</span> while clicking, previous selected joints/transform stay selected.
        </br>
        </br>When holding <span class="keyboardKey">SHIFT</span> while clicking all children of the clicked joint/transform are selected.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Move Tool</td>
        <td class="themeTableCell">With the move tool the position of a joint/transform can be changed.
        </br>
        </br><span class="keyboardKey">SHIFT</span> enables the free move mode where movement can be performed freely in all 3 dimensions.
        </br>
        </br>Joints (bones) are usually not modified with this tool.</td>
    </tr>
    <tr class="themeTableRow">
        <td class="themeTableCell" style="white-space: nowrap;">Rotate Tool</td>
        <td class="themeTableCell">
            With the rotate tool the orientation of a joint/transform can be changed.
            </br>
            </br>Tip: When child bones are selected, they are also rotated. This is very useful for animating a tail.
        </td>
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        <td class="themeTableCell" style="white-space: nowrap;">Scale Tool</td>
        <td class="themeTableCell">With the scale tool the local scale of a joint/transform can be changed. The scale tool only supports the local pivot mode.
        </br>
        </br>Joints (bones) are usually not modified with this tool.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Mirror Editing</td>
        <td class="themeTableCell">When enabled, every editing action is automatically copied to the other side. It uses the <a href="MirrorMapping.html" class="link">Mirror Mapping</a> to define which bone/transform maps to which bone/transform on the other side (e.g. "Left Hand" maps to "Right Hand").</td>
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        <td class="themeTableCell" style="white-space: nowrap;">Set FK to IK</td>
        <td class="themeTableCell">Bones/transforms selected in the FK rig layer will be oriented the same way as they are in the IK rig layer.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Set IK to FK</td>
        <td class="themeTableCell">Sets the current selected IK handle to the position/rotation its IK target has in the FK rig layer.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Copy to Other Side</td>
        <td class="themeTableCell">Copies the properties of the selected bones/transforms to their equivalents on the other side. It uses the <a href="MirrorMapping.html" class="link">Mirror Mapping</a> to define which bone maps to which bone on the other side (e.g. "Left Hand" maps to "Right Hand").
        </br></br>
        <b>Tip:</b> When bones/transforms on both sides are selected, their poses are "swapped" with the appropriate pose on the other side. This affectively mirrors the pose of the selected bones/transforms. Select all bones/transforms to mirror the complete pose.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Apply Reference Pose</td>
        <td class="themeTableCell">Applies the configured <a href="Configuration.html#ReferencePose" class="link">Reference Pose</a> to the selected bones/transforms. If the current layer is "additive" the position/rotation/scale values are set to 0 instead.</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Reset Modifications</td>
        <td class="themeTableCell">Resets the modifications of the selected joint/transform. A context menu to choose which properties of the selected joints/transforms should be reset is shown. Modified bones are displayed in red (unless the color was changed in the <a href="Options.html" class="link">Options</a>).</td>
    </tr>
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        <td class="themeTableCell" style="white-space: nowrap;">Copy Pose</td>
        <td class="themeTableCell">Copies the current pose of the entire animated character/object.</td>
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        <td class="themeTableCell" style="white-space: nowrap;">Paste Pose</td>
        <td class="themeTableCell">Pastes a previously copied pose. If no bones/transforms are selected, the entire pose of the entire animated character/object is pasted. If some bones/transforms are selected, the pose of only the selected bones/transforms is updated.</td>
    </tr>
</table><p class="textBlock"><b>Important:</b> If bones/transforms don't mirror correctly to the other side using <b>Mirror Editing</b> or <b>Copy to Other Side</b>, you should check the mirror mapping entries for those bones.</p>
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